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And yet its been proven its not. Even new games use TAA.
Both DLSS and FSR use TAA. I just don't know why people keep spreading nonsense.
Maybe i am old, but these postprocess AA´s are crap. I will turn off any of these trashy post process effects and shadows to compensate the hit i get with MSAA x4. And if i can i try to go for 8x even but 4x is already more than enough most of the time.
None of the PP AA´s can reach that quality in my eyes, especially not while on the move.
This is a shooter, you want to see people in the distance, and not a mushy blur of colours from post process AA.
That is just my opinnion
Nothing has been proven, TAA always introduces ghosting and the vaseline effect because that's how it works.
And the only reason why that trash AA is used because older AA methods are either incompatible with current rendering methods and cannot be used or they would be costly and miss 70% of aliasing anyway.. The former happens 99% of time.
FSR 2.0 is esencial too, I agree
Yes TAA by ITSELF is not great, but it does resolve jagged edges MUCH MUCH better then FXAA/SMAA and similar low performance hitting methods.
I'm sure the developers know all this even thought most in this thread see the words TAA and have a fit. It's a component of the process.
Also I've never seen ghosting by TAA to be honest except for older games with poor implementations of it, it certainly blur things, but so does all AA methods.
We'll just have to wait and see what BIS does with the game. Certainly the graphical options are not complete (i.e. there is a bug atm that forces 2500m view distance).
Game developers use it to cover up downsampling of things like hair, shadows, and subsurface scattering so that they don't have to make all of the hundreds of little tweaks and optimizations to the engine/meshes/maps/etc to make games run at decent frame rates. This is why it appears in almost every game these days, because it covers up a multitude of sins.
TAA also makes games look horrible, and just because every lazy game developer these days uses it doesn't mean that it is good. It does cause ghosting. This is a proven fact.
Again, the link I keep posting explains all of this, and provides examples to demonstrate what I am talking about.
https://url.gt500.org/TAA
DLSS requires TAA, but FSR does not nor did it ever.
FSR 1.0 use no Anti-Aliasing at all, and you can combine it with whatever Anti-Aliasing you want. Game developers usually configure it to be used with whatever the default Anti-Aliasing method is for the game (usually TAA) so it doesn't usually look that great with Anti-Aliasing disabled or when using SMAA or CMAA, but it does work fine with them.
FSR 2.0 uses some sort of "temporal" tech that was developed by AMD and is not TAA, nor does it ever appear to have been advertised or marketed as TAA. Based on a review video that showed a comparison of Deathloop in motion with DLSS vs FSR 2.0 it appears that while DLSS caused obvious ghosting AMD FSR 2.0 does not, which will be a welcome change as I would believe it does not require any additional Anti-Aliasing at all (sort of like Intel's XeSS).
I don't see why having TAA as a OPTION hurts other players? Can you give me a example where it hurts players by having a option to turn it on and off.
DLSS/FSR require major work to get in-game.
TAA is literally so easy to implement that there are even Reshade methods of doing it (but NOT ideal as its alters dlls).
Why have FXAA if SMAA is available? maybe we should riot over that! or perhaps recognise that people configure their games differently then each other and while one person hates TAA, others can find uses for it.
So I say BIS just slap in TAA and Sharpening, easy enough to add.
This thread was never about what anyone felt about TAA, it was about BIS adding it into the game. Almost all games have it as a option these days!
Once game studios start adding TAA to their games, they usually end up making games where it isn't even possible to turn off TAA at all, let alone use any other form of AA without injecting something with ReShade. Some games even break when you disable TAA via config file edit (Metro Exodus) or require HEX editing the binary (Resident Evil 7 and Resident Evil Village) to disable it.
Many games also look like utter crap when you turn off TAA, even when they don't break. Outriders is an excellent example of this, as the shadows are downsampled and don't seem to be filtered at all, so they have extremely large pixels with spaces in between them (like a badly pixelated screen door effect). Most games that use TAA by default have downsampled hair which looks blocky and pixelated when TAA is turned off.
The push towards TAA in the gaming industry is wholly evil, and it needs to stop.
Gamers can add FSR 1.0 to their games using third-party tools. AMD outright stated that it would be possible when they announced FSR 1.0, although they said it could be added to ReShade without realizing that ReShade doesn't work in a way that would allow for rendering a game at a lower resolution and upscaling it to the screen resolution possible.
Personally I don't like FXAA either, however at least it doesn't usually blur things as badly as TAA, and it doesn't cause ghosting like TAA does. That being said, FXAA is also often used to cover up downsampled hair and downsampled effects due to its blurring effect, and you can see it when you turn off Anti-Aliasing or switch to a clear form of Anti-Aliasing like SMAA.
I think an Arma game was the first game I ever saw FXAA in, and I remember instantly hating it.
And my comment was never about starting an argument about TAA, it was just my gut reaction to seeing someone asking for it.
There're two lists of PC games with forced TAA on the subreddit I keep linking to. Here's a copy/paste of the games on the list (in the order they were added to the list, and without the instructions for disabling TAA):
From list #1:
1. Cyberpunk 2077
2. Doom Eternal
3. Star Wars Jedi: Fallen Order
4. Battlefield V
5. Star Wars Battlefront II (2017)
6. Tom Clancy's The Division 2
7. Hellblade: Senua's Sacrifice
8. The Outer Worlds
9. Detroit: Become Human
10. Resident Evil Village
11. Days Gone
12. Assassin's Creed Valhalla
13. Control
14. Severed Steel
15. Devil May Cry 5
16. Ashen
17. Gears Of War 4
18. Gears 5
19. A Plague Tale: Innocence
20. Grounded
21. Dungeons & Dragons: Dark Alliance
22. Drake Hollow
23. Mortal Shell
24. Ancestors: The Humankind Odyssey
25. Biomutant
26. Dead By Daylight
27. Maneater
28. Octopath Traveler
29. Chivalry 2
30. A Way Out
31. Resident Evil 7: Biohazard
32. Mirror's Edge Catalyst
33. Crysis 2 (Original)
34. The Ascent
35. State Of Decay 2
36. Inside
37. Life Is Strange: True Colors
38. Kena: Bridge Of Spirits
39. Sword And Fairy 7
40. F.I.S.T.: Forged In Shadow Torch
From list #2
41. Myth Of Empires
42. Guardians Of The Galaxy
43. Fade To Silence
44. Final Fantasy VII Remake
45. Super People
46. Scavengers
47. Sniper: Ghost Warrior 3
48. Agony Unrated
49. Aliens: Fireteam Elite (appears to no longer be forced)
50. Aquanox: Deep Descent
51. Azur Lane: Crosswave
52. BPM: Bullets Per Minute
53. Citadel: Forged With Fire
54. Earth Defense Force: World Brothers
55. Fractured Space
56. Gal*Gun 2
57. Graven
58. Hydroneer
59. Mutant Year Zero: Road To Eden
60. ReadySet Heroes
61. Remothered: Tormented Fathers
62. Ruiner
63. Shenmue III
64. Song Of Horror
65. SpongeBob SquarePants: Battle For Bikini Bottom - Rehydrated
66. Street Power Football
67. The Sinking City
68. The Sojourn
69. Trials Of Mana
70. Xuan-Yuan Sword VII
71. The Gunk
72. Lost In Random
73. God Of War
74. Dying Light 2: Stay Human
75. Godfall
76. Sifu
77. Blacktail
78. Metro Exodus (including Enhanced Edition)
79. Bright Memory: Infinite
80. Ghostwire: Tokyo
And this is only the lists of PC games where there are known workarounds (config file edits, mods, etc) that a player can use to disable the forced TAA. There's another list of games with mandatory Anti-Aliasing, but not all games on this list force TAA, so it isn't as relevant and I won't post it here.
Regardless of the fact that players on PC have alternative ways to disable the TAA, that's still 80 games that use TAA and give no way to disable it in-game.
I've read that NVIDIA developed TAA, and I had noticed that NVIDIA seems to be pushing the use of TAA, but so does Epic Games as UE4 only supports FXAA and TAA so every UE4 game these days seems to default to TAA and you're lucky to get anything else whatsoever. Most games these days also don't bother telling you what form of Anti-Aliasing they use, preferring to use the vague terms High/Medium/Low to describe the different Anti-Aliasing settings rather than telling you what they actually are/do.